#SeaToSea
1 messages · Page 31 of 1
migrate?
It's a mod that lets creatures move between biomes based on migratory conditions
i have toyed with that idea for ecocean
So you can shake up that easy feeling of knowing where everything is at all times
that is why I thought of it
thoroughly undermine the "common knowledge" of what is where
I did not actually try implementing this as SN AI is not suitable for long-range pathfinding
especially given terrain does not load in far away
Let me grab the git page
Nexus*
Yea
i meant large-scale migration
I imagine. It's cause of those ai limits you mentiones
across entire biomes
Which would make large scale migration... praticually difficult
yes
Honestly the fact that terrain doesn't render map wide seems like one of the biggest hurdles
Maybe for sn2
that will not likely have it any different
UE is no more capable of loading the entire giant map at once than unity
look at how the satisfactory map is segmented
granted, their segments are huge, only 9-16 for the entire map
but that also means large lag spikes as you cross and one loads in, though they made that a lot less intense after 2023
I actually wouldn't know. I bought the game. But refuneded it cause I wanted the money more than a new addiction 
it is on sale right now
I guess some things just aren't quite possible yet
30% off
loading the entire map at once has two main problems, the chief of which is memory
The only thing I could afford to snag off the steam sale was sn 😅
maps and all the entities on them is a ton of data
Yea. That's an absurd of amount of resources to keep running
Especially for games which run entirely on a users personal rig
on my old PC satisfactory crashed a lot as I travelled around the map, because I was OOMing as the map loaded a huge number of new assets and agents
made a lot worse with sudden movements like hypertube cannons or teleporters
since loading in was faster than unloading the old area
I can only think of one game with a large active map that has the whole thing loaded at once
factorio
but they have optimized to an insane degree to make that possible
and even still its memory footprint is considerable
in 2020 I tried adding Space Exploration to my endgame save and OOM crashed because that loaded the entire map at once to apply the on-install patches
I doubt that PC would have been able to handle the new Factori oDLC with all the concurrently loaded surfaces
the less serious limitation is the actual agent simulation itself
that is less serious because in most games you can LOD the behavior, which SN actually does too
Space Exploration isn’t backwards-compatible because Earendel balances their stuff stupidly
in a game like factorio or satisfactory you cannot because your factories need to keep working unaffected no matter where you are
not "properly" but as far as I could tell it was technically possible, memory issues aside
it was not "progression-legitimate" and there were production lines I would have had to change
but that was the point
I wante dto try SE without the effects of AAI
It also changed how nauvis was supposed to generate (large area rather than infinite)
Yea. I'm familiar with LOD tech thanks to my time in modded subnautica
or sim games
this is i suppose another category of game with a large all-at-once map
think like Cities Skylines
but those are infamous for grinding to a halt in the late game due to lag
SimCity itself had the same issue back in the 2000s
I remember bringing my computer back then to its knees trying to keep up with my cities
I'd give it another 10-15yrs before we have the commerical market tech, and another 10yrs before enough people have it to warrent studios developing games with it
and watching it struggle to do even a day a second in the calendar
Modding subnautica and not bringing my pc to it's knees feels nice
I do get the occasional lag spike on legacy that I don't get on 2.0 though.
But it's worth it to play this mod right now
Yea. That's what it feels like now that you say it
Like I don't know how that works. But I can make a good inference by mashing acquired knowledge together in my brain and recalling the spikes
loading objects involves loading from disk
which is always slow in any application
but on top of that it is just a complex process with a lot of stuff to do
so if you have a bunch of objects all loading in at once, synchronously, the game can hang for a fraction of a second, often repeatedly, giving the classic stutter
a clear example of this can be seen in the glass forest
i get a ~0.1-0.2s lag spike for each deepvine plant, one by one
and this makes sense as each one is a stack of like 20-40 objects, with a lot of operations applied to them on spawn
then it resolves itself after they are all loaded
Probably all the lockers I had outside my pod. Only place it really occurs 
huh, what is it doing after they load in then to be such a lagfest
a deepvine plant is made of a long chain of cave bush prefabs
Took me forever to find out how to get rare metals. And by extension to building a base with internal storage
and then the renderer is modified, which is three materials per prefab
Oh they weren't big spikes lol
And not exactly consitent.
It was just a "huh, that's there" moment
actually why dont you just modify one then instantiate it over and over
constant persistent lag is something entirely different
and not something I experience
it could be simply due to overdraw
that biome is full of extremely heavily layered transparency, which is typically advised against for performance reasons
but I value visuals over performance, as long as it stays playable
lol fair
clever but that is not how SML loads prefabs
you have a GetGameObject() that is invoked each time it is loaded in
to which you supply a completed GO
the way almost all of my prefabs work is they take a vanilla prefab and then apply modifications to it
sometimes simple ones like texture, or adding a couple components
sometimes very complex, like deepvine or most AE machines
empty prefab -> static modified cave bush -> check if its defined -> if not, do it then cache it -> instantiate 40 copies of the static clone -> profit?
I am not sure that would be faster
could also do it over several frames i'd imagine
that is what async is
yeah async the spawning
which is the other thing - given 2.0 will heavily mitigate the issue it is hard to justify spending a lot of time designing - and debugging - a new system
youll have to async everything anyway for living large
not by rewriting how my prefabs are constructed or loaded though
well everything that deals with spawning
just making my prefab loading itself async, and the game will handle the actual async calling
game/nautilus
I am concerned how this might work with the lookups being async
that is oneof the things i really need to grapple with for a 2.0 update
oh
why can I not pin things
@unreal flame can you pin this
Reika remove the embeds for the LR screenshots. I could see them all and was spoiled that power consumption is greater in the LR
There are bigger fish to fry than that for the LR
I spoilered them
but I want to say something
that mechanic is one of the very oldest in the mod
it was added in Apr 2022
for reference development started in...Apr 2022
it was one of the original few "puzzles"/gates
so I would expect it to be common knowledge by now
Respectfully, I looked at the screenshots for half a second and thought "what is happening there"
and I don't know what puzzles were made very early on, I wasn't even in this server until december 2024
and I can still see the UI in those screenshots. I haven't unlocked whatever that is yet and hope I can find something that will lead me to it, I thought it was pretty neat
0erhaps suggest the use of easycraft on site?
@trail ether where are you getting the Mr.purple mods in your modlist? I can't find any of the vehicle related or bioreactor mods for legacy on thier Git
finally got the ||liquid breathing system ||
bruh i feel so poor compared to you guys
im going on a fucking HUNT for the ||liquid breathing system||
all biomes will be hit
starting with the ||jellyshroom caves|| honestly
I don’t think you’re very close to it
Progression wise
It was like 40 hours before I got it ahha
Granted progression isn’t linear and you could have it much earlier on
But Im pretty sure I did ||nearly everything I could above 400/500m before getting it||
dude i have the ||electrochemical suit|| whats the worst that could happen
Yea you’re probably fine then, but getting the system is kinda tricky
what does it take a ton of a material i don't know of?
that makes me sadge in two ways
i cant even play until this final is done which is going to take forever
and its going to be hard to get always makes me sad
Well its easy with the right stuff but you’ve gotta figure that out too of course
Am I nuts? Or do the bone sharks seem way more territorial than usual?
Like I'm trying to poke around life pod 12. And these dudes are... chasing me to the ends of the earth for even looking at them
they are the bane of my existence... at this point i just kill any i see 😤
I'd make a defense system for my seamoth.. but I don't have the polianine recipe. Ig torpedos are an option... but that's just burning resources
i rather get personal with them 🔪
Ig for right now I'll just explore regions I haven't fleshed out yet
They are about half the reason i think the seamoth isnt very useful in the mod
I mean I don't have any other transit options rn 
Sure you do sir
You havr a sea glide
And maybr something to pair with it
Just think like sonic
"Gotta go fast"
Also saved you from repairing theamoth 20 times an outing
some things are really hard/not possible without the moth as mobile air capsule though 😅
Yea. I have to test if the radiation field expands to that zone. Haven't found my mod station fragments yet
Very false
So no ultra tank or fins
Well as long as pre river false
Oh well mod station sounds likr a super high priority ino
Gonna grab my batteries and rebreather
There's a wreck which looks like it houses some. I just need to evade the sharks long enough to get in
yeah sure its always possible to build a base in front of the deep wrecks but not really feasible though
So if you uave a thing
The seaglide is at most 30 seconds from surface above 500m
(And with 2 ultra high capacity tanks you can glide from sea to sea
I gotta plan. Just gotta grab the essentials
And... restart my game cause an inventory mod broke
idk why but i love the seamoth and think it is very useful
i guess thats just my play style
and i just dont turn my lights on when around bonesharks
Mission accomplished
Got what I needed got out
@worldly valve thanks for the seaglide tip. And @flint aspen thanks for the violence solution
Get the inclination I shouldn't have been wreck diving out there yet though 
check their databank entry
Ah. Will do for future encounters
||Who puts a life pod in the ecological deadzone? 😭
||
||The reaper nabbed me before I got there
||
Reaper will be your least of your problems there
Yea. Needing to change my pants is definitely bigger 
Lol, you absolutely will need to get used to being next to reapers very often in C2C
Had a speed module in my seamoth and the fuck still crept up on me like a mouse on Christmas eve
Every bit of every biome needs to be explored
Quit the game before he could snap my shit in two. Rather be a save scumming rat then loose my sub 😭
Actually... ig now that I can farm mats properly...
I just always leave my moth at the edge of biomes with reapers
A seamoth ain't too expensive
Well... I didn't think taking glide all the way out... there was an amazing idea

Well Id rather not have my moth break, especially with certain upgrades
I would ask how far into the mod you are but progression isnt exactly linear
Yea. I don't have the good upgrades yet. I don't even have the chemicals to make the normal upgrades
||Far enough to have the seamoth depth module on the arua fucking booby trap me 😭. But not far enough to get into the prawn bay.||
Yea
||The giant blue wall of fire and molten door give that impression||
||Along with the 20 prawn fragments||
I think the play next time I get on. Might just to be to expand my main base as a storage center. And then make recon bases in other biomes. Especially since I won't have to deal with the radiation much longer
the 20 prawn claw arm fragments aren’t required
idk whats up with them
there also in normal subnautica
those are not unrelated
that is NOT supposed to be possible
I know a million people have already asked this but I’m not sure where to find the answer. Does this mod disable FCS mods when they are both enabled together?
no, but it does alter it heavily
fcs is changed and patched so it fits c2c's progression better
Oh that’s cool
I know return of the ancients wasn’t released for legacy but does anybody know if that mod collided with sea2sea?
if you cant play it on legacy then theres no possible collision
Reika and I talk regularly about compatibility for when sea to sea updates and RotA fully releases
Very nice!
I didn't try lol
Yea. Pretty sure I just took a bad route out lol
Still learning the game map
it was possible for the first few weeks or something iirc
nowadays it just spawns three ghosties immediately on your ass
Bro... now I know it's gon happen 😭 😭 😭
that happens if you dont have the required equipment to deal with it
which you'll discover in due time
if you didnt already
Yeah. Like I noted last night. Just gonna expand my storage and setup some recon bases in a some other biomes
Thankfully any bases constructed at 200m or higher are cheap. They don't need too much infrastructure
Yea. Multi-purpose room, scanner room, bio-reactor. Is all I'm gonna need for the biomes I actually have access to currently
ye bio the goat usually
especially with something like a bulbo tree planter
three planters, for the sweet garden room specialisation bonus
Fr fr. And right now I've just been using fish 
I haven't figured out how the specialization bonus system works yet
you put enough things of a matching specialisation (and only those things, excluding decoration) and at some point it specialises
note that unless it was recently patched not everything makes sense. the acu information panel unspecialises an acu room, the room specialisation information panel unspecialises any room, and the small planters unspecialise the garden
probably among others i forget
I figured that much lol. I just haven't figured out what doing that does. But I'll learn by doing your suggestion. Try it out on my main base first
gives a boost in its respective domain
Ah. So like the trees grow faster?
that is one effect, yes
Cool. I'll learn the rest here in a few
||Um.... my bioreactor is generating power without any fuel present
||
Nvm it just had excess fuel left over
Did ACUs change in the last update? My critters ||no longer seem to be pooping||.
Sorry was sleeping. At work now. I'll get it when I get home
||Clever job hiding the seamoth depth module mk1. Don't think I'd have found it without a scanner room||
The first ||card maybe, but definitely not the other two haha||
||
and I still need to find the blue print for it's unique ingredient too||
Is the|| Liquid Breathing Recharger || supposed to drain power when its not actively recharging the tank?
I usually leave it at 99%
ye just deconstruct it a bit
Ive got 3 thermal power plants for my outpost. There is nothing in there draining power except the ||recharger || and its still not enough to use a fabricator at the same time...
itll keep its contents
that would be a solution if it wasnt filled with 3000s of liquid... 😅
itll keep its contents
you wont be losing anything besides the passive power drain
is that the intended way or just a workaround atm?
who the hell knows lol
ok forget i asked 😄
if its a workaround it sure as hell is useful
because it really shouldnt waste power like that
itd make sense if it also wasted the contents (constantly emitting it out, whether it helps you or not) but thankfully thats not the case
i thought so too. noticed the same with the bioreactor... maybe it can only drain or not drain through some kind of coding limit but what the hell do i know xD
c2c's primary processing machine consumes power only while it's working, so that's most certainly not a concern
the || bioprocessor ||
yeah i meant the ||processor || but i could swear i had the same issue once where it would also drain passively... maybe it was the ||recharger|| though and i didnt notice
cant say ive seen it have this issue
So what I'm seeing is get a absolute shit ton of power...as soon as I can I'm gonna grind solar panels and bioreactors
thermal reactors carry if you have a nearby heat area
they're actually goated as hell
I could try to grind for enough transmitters
Once you get down deep enough heat power should be almost constantly available. The real concern is just deciding what bases need what energy concentrations
you do all your energy-intensive operations in your main base so thats going to have the most power production always
then a bioreactor with a planter or acu (if you're feeling rich) if there's no heat vent nearby, otherwise a thermal or two
solar panels can help with reducing how much a main base bioreactor will consume of its fuel, acting as more of a backup than actual production
also the battery carries
genuienly free power storage
Why do you say an acu is rich? Is that implying the resources needed to reach it's schematic location? Or is it's recipe more expensive than I know it to be?
enamelr glas </3
Actually a question 🤔
||can azurite batteries be put in any tool? Or are they specialized?||
former
||dope. Once I get better access to the materials. I'll definitely be making more of those||
Also man. Carrying a second or third o2 tank on you is so clutch when exploring
Especially when you can't save outside a vehicle or base
It didnt used to be that bad on my previous file. Dunno whta happened
there is a glitch where they dont spawn
so you need to get them how then
How do i spoiler? And how do i avoid the glitch?
there is a fix but make sure ur in the right cave first
|| <- on every side of the text you wanna spoil
Thanks
||||like dis||||
If i will be in the right ||cave|| what do i do?
do u know ehat cave it spawns in?
I think the ||big one||
do u want to go into vc so i can check
there is one but for all i know you could be in the wrong cave
also that mod breaks something later in the game
ok
Ok im in the cave
Dont mind the lighting
please go up so i can see better
About 450m-500m
it should go to about 520
But if i go too low it will end up 500-530m
ok good
Ok i tested it goes 530m
so you will have to install the fix mod
then use the command fixgens
then uninstall it to avoid future problems
I did had it installed thanks for the help
Without the help i would keep going in circles
I used the command it didn't work atleast for me
Petition for a recipe to convert 5 metal scrap into 2 titan bars 😅
Um ok so how does one find the c2c hash?
what is v2c hash?
It's something Reika needs to figger out why my c2c broke
try asking google how to find the hash from a .dll file
looks a bit complicated though xD
doh! good idea
K i fixed it just dowloaded the Source Code of the fixer
that does not sound right
I know the ACU panel is explicitly marked as ACU type
and the info panel is untyped, meaning it has no effect
solars will not suffice
period
I specifically saw to that
lots of tools can hash a file
I just use 7zip
Yeah but what if some psychopath decided to use only solar?
not saying i will
why does my game lag when entering the moth
then their base will not function
who what where how and why?
Have you gotten everything for it?
Good. Nothing comes from relying on cheap, maintanceless power
I mean a lot of my power in my main base comes from solar haha
I also use a thermal and bio though
But pretty much anywhere else I just use bio
hell to the no
I was gonna say
These fucking reapers... went too far out. Now I have to save scum my way home. Really need to find the perimeter defense upgrade plans
Made it
W
Playing at max fov... makes them so much scarier
Unless... will shooting a gas torpedo at this face make them let go of me?
Shit. Ok. So no current options for making them dislodge me
ig not
I have a mk3 defense module so I can take a beating for a second. But as they don't let go till they get what they want.... they act as a deterent and my only current option is to extend my explortation range
wait is the ||liquid breathing recharger|| required to actually use the ||liquid breathing system||
maybe my info is outdated but i dont remember seeing any recent aq eng patches that would solve tgat
what the actual fuck is ||"microbiotic gel"|| used for????
idk how to get ||lithogel|| either, guess i haven't looked hard enough, but im going to check around after doing a few things
Gonna go double back to the Jellyshroom caves. Pretty sure I missed some imporants bits down there
Check the exploration findings
||is salve leaves supposed to give you something when you scan it/pick it up||
No
k
But they’re used for things
some kind of ||better med kit||
Yep
but i havent unlocked it despite using it
Did you find one?
Oh I know what I'm missing. I just didn't want to type out a spoilered message xD
||i have a max range scanner room in the mountains and it hasnt found a single sunbeam wreck just scaning for wrecks||
Well ||its not a wreck||
then ||what is it||
||the mountains are a decently large, even a maxed out scanner room won't cover it adequately (not to mention you run into issues at maximum range)||
||if your scanner is near the QEP you may want to move it further into the biome||
but i should have at least found ||one sunbeam debri right???||
||its not even in the scanner room and im like 200 or 300m from the qep||
why do you assume just finding an item unlocks it
its possible esp considering the code i've written
does using too many console commands curse your save? if so thats prolly what happened to my last save
i know certain ones brake it in certain ways but ive lost track of how many i used in either save
for the record, there is a method to escape early with as little as 15% damage, which you have access to right now
i'd encourage experimenting to figure it out
its not a vanilla feature
i do know c2c tracks them, but i havent seen any sort of "anticheat" triggered by too many of them
is the ||falling debris module global? and how long does falling debris take? I feel like I've been waiting for significantly longer than normal.||
yes, ive heard its like half an hour give or take
Did bio reactors get hard nerfed?
Its global
It can be as low as once an hour
Huh... whatever that is. I'll have to look into that
its been like 4-5 hours
😭
I got my first one and they just decided to stop spawning
Oof
And you uave the module made i bet
Thats rough
Ignor them for now
Get deeper
i hope sea to sea becomes 2.0 compatible...
i'd die to wait for that dream come true!
Eait its in mk3??????
I guess it iss..
Weird
Earlier than it used to be isnt it
It wont
If not on epic just go to legacy
This is easily the best mod for subnautica
how it feels to chew 5 gum
lol sorry i have no cool what that means. Gonna have to learn how to do this step by step
When Nautilus
exits the pre-release stages
Which honestly might not be soon™
I'd love to see it on 2.0, but I'm also cool on legacy since I know that mashing it with too many other mods can seriously break progression
And that was my whole thing at first. Was loosing all my 2.0 mods. But pretty much none of them would've worked with c2c anyway 😂
Is there any trick to getting my stalker in the ACU to ||use the chew toy I made for it||? It's three stories high, and has a good variety of prey fish and plants.
curse bonesharks
what is the mod required to get ||blood crawler larva|| or is it even required??
ive found they do generate but the teeth are abysmally small
might be that the ecosystem isn't set up though - i think they need prey and flora specific to the kelp forest biome in order to generate anything
use the acu information attachment for more information
||so turns out that pyropitcher pods. Are really good bio reactor fuel||
Like seriously those things just go
Oh... so the acu is what someone was talking about for stalker teeth
i was told that i needed a mod to get the larva to spawn for whatever reason
there is a mod that fixes their spawn, since they sometimes are bugge
I dont think getting it to work once is the problem... Rather keeping it working for the 100h+ at least that are required to finish a run.
real
I tried Nitrox once without any mods and it was already unplayable after a few hours :/
Yea unfortunately every time I try nitrox with a friend its just not great
I mean its great for a community effort but it really does suck just how often you run into an issue
The mod works fine but it will make a later step in progression impossible so i would remove it after farming a bunch of them. You can always add it again if you need more although ive heard if once activated it works even after removing it.
Yea I used the command and immediately removed the mod
Although your save might have them
I made mine back around May 20th
it will not do so visually
I like the idea of it doing that but I do not know how and it is not really worth a ton of time
presumably you already have most of the work done by stalkers chasing after shinies in vanilla
This might be it. I've got a little bit of everything going on in there.
Ok. So my seamoth can't do anything below 200 meters. But is there anything stoping me from putting a recon base at say 350? Or will it start exploding from pressure?
nah bases are strong they can be placed anywhere lol
||aight dope. Gonna make finishing off lifepod 12 way easier||
Bases with attached air-pumps have carried me through a lot of tricky cave systems. They're great.
I've just been running around with a second or third ultra capacity tank and storage mods on my seamoth 
C2C 2.0 yet? 😄
||strapped an Azurite battery in that bitch and prayed for dumb luck||
||you thought I said the dead zone huh?||
||i thought u ment u went from the eco anomaly to the void lifepod||
||No. It might be possible to reach the void boundary with a few creature decoys. But I'd almost certainly get killed on the way to the pod||
||yeah i just went to the lifepod today and it would be almost impossible to get there without the upgrade||
/also last time I checked you can't out run reapers on a seaglide. And I outran 4. I think the Azurite battery might be making it faster?
||yea. I'm still trying to work up the perimeter defense upgrade for the seamoth. I have every for the polyanaline. But I'm still missing that lym-whatever emzyme||
||no I don't want to know where it is
||
that is not the upgrade im talking about
Oooh. Then I haven't found what you're talking about
it is later in the game
I'm jumping around a lot in terms of progress
||Like I have the seamoth mk1 and 2 depth modules. But I don't know how to make the microfilters for the mk1||
||I think I got a crack pot plan for getting to lifepod 15.... I'm also almost certain that going to the void is how I unlock the photophotaic plankton||
Wish ya luck there
||two seamoth speed upgrades, extra powercells, creature decoys, and pray that I can either outrun the reapers, or don't get munched when I have to stop to change the batteries. Actually... I don't know if those speed upgrades can stack 🤔 might just be one speed upgrade, decoys, and a sonar upgrade 🤔||
oh i didnt grind that many resources'
I just have a bunch of extra stuff on hand rn
how do i get ||blood crawler larva||???
ive made a huge effort and even did some extra stuff to try to find it but never could
its like my sunbeam debris, just doesn't exist
is my save corrupted again?
||bruh how r u looking for larva but dont have microfilter?||
||dont you need microfilter to go that deep?||
i do tho
lol
||blood kelp nest has not magically fixed itself :( ||
still no idea what do abt this
im encountering the same problem
okay i think i figured it out
so i run console commands. a lot of em. its just how i roll in all of sn.
you run to many of em in this pack
you end up missing out on large amounts of progression
including the "bugs" i have been experiencing throught my 2 saves
and im not restarting my over a day save just to recover some spawns i may or may not need later
Yea.... so I made it into the deadzone. I did not however make it back out
now i wish fucking SOMEONE told me what the actual hell happens when you run too many console commands
now that i know, ill try to keep it in mind for the next non existant 70 hour c2c playthrough
They were on my ass like white on rice
I mean... generally spamming console commands isn't a good idea in most games
i fuckin do it anyway
Well then it's nothing to do with c2c. You played with fire 
what happens??????
removes a large portion of pogression
||By nothing short of dumbluck I got my hands on al Alkaline vine sample||
nice
Another plant next to it caused it to wig out and not retreat into the dirt on my approach
But so far it's just another piece in a far larger puzzle that I haven't solved yet
||getting the recipe it's used in?||
assuming this isn't supposed to happen
wait
this is after i loaded a file i took the spinners out of the acu???
occupancy is still zero so
Wait how do you get your first batch of ||lysing whatever enzymes||? Was there a recipe for ||Digestive Enzymes|| that I forgot about?
(@errant cairn too) use the fixer, run the command, then remove it ||https://www.nexusmods.com/subnautica/mods/2328||
it causes issues with other things if you have it installled, but you can run it once and it will fix it for your save permanently
I did
I know what the problem is though
.
console commands do not hinder your progression as far as i know
I spawned some of them after giving up and they just despawn instantly
And ||the one that spits at you|| never spawned
And the generators were fixed
By the mod
it would be quite backwards since reika herself would have to use commands to test, lest she's spend dozens of hours testing a single update
Yeah but she doesn't build up hundreds if not, thousands per save
ive used my fair share of commands too and i can confidently say the things did spawn, after running the fixer
in the correct area
Heres the thing: ||my sunbeam debris doesn't spawn either|| at all
I did that
Define a while
even if it detects it
anywhere from instant to never
also i think there may be a limit on spawned items too
in the sense that you need to pick up whats already spawned to get more
I spawned the entity, not the item
thats what it seemed like whenni was playing at least
yes the entity that spawns items
that is indeed whatbi was talking Abt
It stays????
Every time I picked it up (yes, even in creative) it despawned
oh yeah there's no reason for it to exist anymore if its picked up lol
but wasnt this about the debris' items not spawning in the first place
Yeah except in my survival save it never spawned
I had to spawn in a few pieces to get what I wanted
No it was about ||blood crawler larva||
and i don't either xd
I do
idk then, all i can say is ive partially cheated my way through c2c too (tungsten be damned), and the scannable debris was spawning, the debris' items was spawning after some time of either waiting around it or going to another debris scan in the meantime, and running the nest fixer did permanently cure my save on this front
last time i tried this having it installed just broke mod loading
ill try again ig
Ohhhh what if its updating that breaks my saves?
Cause it happened to my last save as well
Almost the exact same situation
which commands were you even using
I once used a load of commands to move things along after losing a bunch of progress to a broken cloud save and I had no issues. admittedly this was quite some time ago, but...
the fucking compass patch of all things?
updates usually arent enough to cause bad saves i think
yeah i don't know
i don't remember the original hint to this uhhhh
the hint is you need to Explore and Find
true i guess
i dont think there was anything more specific for that item in particular
ive never seen it at least
That it is.... it's just... grating since my largest and only real progression bottle neck right now 
you do have a way to see what biomes you have not fully explored yet (in terms of c2c progression)
and dont forget about scanner rooms either
Yea. I've already a few of the more minor biomes done
And I have at least 5 recon bases setup around the map currently
Making up for my lack of depth ready seamoth by carrying 3 ultra tanks on me whenever I explore
Lets me go deeper and farther than my craft can
cant say ive had times when i needed more than a tank before getting the mk1 depth module
despite going into deeper biomes than would be advised at that stage of the game
I've been exploring so hard that I've accidentally wandered into the void a few times 
||Seaglide with an Azurite battery goes ZOOM||
yeah its kinda goated
you dont have a faster mode of transportation above like 100m or something
i think its effectiveness goes down under that
or 200
I mean my seamoth is technically faster. Though not by much. And the seaglide is quiet enough that I can glide in the radius of reapers and ghost leviathans without setting them off
you have the dash module?
i dont think i ever found it
and i believe its slower than the glide without it
No. Not yet. I do have a speed upgrade from another mod the c2c creator uses her in setup though
you unfortunately lose out on storage and oxygen area
ya
and general safety
repairing the moth is much cheaper than repairing yourself
also utility because you can use the trucker module...
actually theres a surprising lot of drawbacks when it comes to not using the seamoth
Funny enough the only dangers I've ever suffered on the glide have been environmental like heat or drooping stingers
oh you'll encounter some high dangers without the seamoth later for sure
I actually went from my lifepod to the ecological deadzone on my azurite charged glide where my seamoth couldn't make the journey
Yea
But ideally by that time
I've found the microfilter recipe
yep cant reach that stage of game without em
I already found the mk2 recipe. But died of oxygen deprivation... so decided I wasn't gonna go back for that until I needed it
Spent hours tracking down purple tablet reciples. Learned that could wait till later 😅 
lol
Anyone knows why ||falling material|| stopped spawning?
Nvm it spawned finally
What items are the ||sunbeam debris|| supposed to provide, and how can I get them to spawn? I've checked out every scanner blip in range, and none of them seem to have anything.
||warp|| mostly
just teleportation commands??
i guess that could mean skipping a few things by accident but it shouldn't like, ruin a save
Warping from base to base mainly but I did warp into a wall trying to find a cave not in that trench 
I did try to retrigger the sunbeam event to try to get the ||debris|| to spawn
Thats the only other commonality between my first and this save
||do super seaglide with it||
Im encountering the same problem
/what's that?
legacy bug where if youre in a flooding base and your underwater and exit the base it will go 3x faster
Ahh... yea I'll pass on any exploits 
||my purple tablet fragments respawned||
Free tit? 😅
||also am I crazy? Or is the thermal vent between the shallows and kelp forest just spitting up all manner or rare metals? Like I've cleaned it out a few times. And there's always more at the base of the vent.||
||the qep moonpool door is unlocked even though i havent and the door doesnt even require a purple tablet to unlock it||
its done the same for me
||so just a bottomless supply of free rare and common mats then
||
||the modification terminal also ceased to exist||
sure
if you can get to them without dying
Your save might be fucked 
||the purple tablet inside the qep respawned||
I mean sometimes it just isn't firing at all
might've been the mod i tried to run
this is true
yeah they just do that
So I can just make a few trips and get everything down there
||glass forest sucks for this exact reason btw theres like 10 vents there||
That is... honestly insane. I short of assumed that most metalic resources were entirely limited
c2c pretty forgiving in this manner
honestly im not reseting my over a day save just to regenerate some stuff
im waiting for the next c2c update to hopefully fix everything after ive done it
I'm gonna play this to my knowledge and shift my focus from exploration to infrastructure expansion
i do doubt any saves would retroactively fix anything
er
Updates*
||which works out well since I just got the power bank prints last night||
well hopefully it magically fixes itself cause im still playing and not reseting
they either just dont break anything or cause progression breakage so severe you should restart
im in that situation. ive already restarted once and on top of that a lot of stuff i need has just vanished
specific things have disapeared and i dont think i can document exactly what because a lot of them
all the water currents
A beta mod on the old sn engine. Yea it's gotta be played with care 😂 😂 😂
this is just not worth it
what
Oh. The thermal vents. I was just passing along thanks for clearing that up
who's the dev of sea to sea? i want to ask them where the void thalassaceans are...
she speaks here frequently
i just went back to legacy just to see what the newest sea to sea version has to offer
does sea to sea also add any new leviathans besides the abyssal terror?
no
well that sucks...
I don't think it matches the goal of the mod too much anyways
Leviathans are cool but not sure how much playtime itll add
Leviathan mods are... more of a novelty then they something which actually adds any engagement to play time
Mods in example such as return of the ancients, and the red plague. Get a large share of the their social popularity both in and out of the subnautica communities from their mega fuana. But it is the actual gameplay extending, altering, and enhancing gameplay and story elements. Which keep people coming back to revisit the mod on new beta updates
does this mod require any dependencies bc when i open legacy it says that the mod couldn't be loaded...
Yes. If read over the dragon industries website. It lists a variety of dependencies which make up c2c
c2c itself is less of a singular massive mod. But rather a small and rigorously fine tuned modpack.
is there a link bc i think it also requires ecocean?
yea
its all of reikas mods
if you plan on playing it Id recommend only playing with QoL mods and no extra content mods
I think C2C is best played on its own, and it also helps avoid any issues
also know that the playtime of a single save can easily go past 100 hours, its a very long mod
Do bear in mind that this mod is presently in it's beta phases, takes an exceptionally long time to complete, and will more than likely be updated to subnautica 2.0 as soon as the Nautilus mod exits it's pre-release phase and receives it's first proper and stable release
I myself am twenty-six hours in. And have barely begun to tap into the mods content
Reika herself has a list of sea to sea approved mods somewhere earlier in this chat. But it's not pinned. So if anyone is interested I'd he happy to repost it
Bearing in mind however. That almost all of the mods are either found off nexus. Or have to have older versions downloaded from nexus.
As the current updates for almost all of those mods which are present on nexus are updated to the 2.0 update.
All those are QoL Im pretty sure
Yes. Some which verge on being content mods. But none which impeed, reroute, or dramaticially increase sea to sea progression.
also what are void thalassaceans?
if they were big enough Reika would make compatibility for them anyways
there's a wiki? well i was looking at the textures...
well the wiki is heavily outdated
well i downloaded all the required mods from reika's website but it still says the mod couldn't be loaded...
are you in legacy
yes
hmm, show us your mod folder
You're probably gonna want to just start with the core mods for C2C then add things until you find out whats breakign it
like I said before, its a mod best played on its own
I do think it has compatibility with ROTA
If you do keep some content mods Reika may make compatibility for them
i think they, judging by their name, might be in the void, but im not sure
C2C completely changes progression, so a lot of content mods can break that easily and need to be rebalanced
they only spawn if you have de extinction installed too as far as i recall
wait? i downloaded sea to sea on reika's site, was that the correct site?
or did i miss something?
no you got it right
its the other mods that are likely having compatibility issues with it
oh
also just as a side note, I'd advise against looking at the source/textures for anything related to the mod. A bulk of the mods content is finding/exploring things yourself, even if you ask people here they will probably just give you a hint instead of telling you the answer.
also idk if bepinex is required along with qmod considering that they're different types of mod loaders i believe?
I think you just need Qmods for it
isn't it compatible with the legacy version of rota?
Id have to wait for Reika to get online
qmodmanager uses bepinex as its entry, so you do need to install bepinex too yes
definitely forgetting
though qmm was, initially, its own mod loader then changed to hitch a ride off bepinex, hence why it's basically a modloader inside a modloader
bepinex is the reason why seatosea isn't working, but i want to play rota along with it...
that cannot be the case
i know i, myself, had bepinex installed and could run c2c just fine
maybe you're saying you're on the 2.0 update? in which case yes, c2c is only designed to work on legacy
no im on legacy...
please do share what error you're getting and the structure of your sn folder, then
nobody can offer much help without those
Are you cetrain that you downloaded the legacy file for Benipex? Installing the 2.0 file would cause profound issues.
idk but where is the legacy file for bepinex?
bepinex is completely unrelated to subnautica
there is no legacy (or otherwise) specific version
bepinex is a general-use unity modloader
Auroresource does that
I second that
@errant cairn you are the only person who has had multiple saves break in a row and I cannot buy that that is coincidence
you clearly are doing something
stuff - even vanilla stuff - respawning makes it sound like the CellsCache got wiped
A very appreciated addition
which A) is a common thing people do to "fix" things, following terrible "common knowledge" and B) would explain the CoordinatedSpawns failing too
those vents generate less for this reason
Theres only a few consistencies between my two saves
Other than them breaking
I want you to stop and think about what you just said
- Updated
- Spammed TP
- Something was already broken and ran a few commands trying to fix it/ran a few other tests
though given later comments about "aw why only one leviathan" and not reading the website....
warpme was very promminent
you are missing an "against" here
now add this...
honestly I have a pretty clear picture that you seem to be...shall we say the target audience of mods like this and are going in to C2C expecting more of the same https://i.imgur.com/Z8JNHxA.png
if my suspicion is correct you will not like C2C, and it will probably not like you either
I like the way you talk and handle things. It has a directness which is seldom appreciated
intresting wording...
oh and
- seemingly broke for no reason
- updating does not break saves, except a couple specific cases where I make explicit breaking changes, and cannot add migration functionality; moreover, look at my save - it updates every time I build, ie 30+ times for every update you get
- not likely to break things on a technical level but certainly indicative of a "fuck it" attitude
- "ran a few commands trying to fix it" is extremely vague
That, would be the autism. Which I am making no attempts to leash or restrain
Intresting
expanding on that third point:
imagine if your car kept breaking down, and you went to the dealer saying "I don't understand all I did was drive it around, and a few times stuff seemed weird so I tinkered with a few parts"
that could mean anything from having had no effect to completely fucking it up
expanding on my own third point. ||Sunbeam debris|| never spawned. Trying to figure out why, I attempted to retrigger the ||Sunbeam Story event|| Dont remember what I did with my first save, think i did a few warps to look for things
and how did you attempt to retrigger it?
Console commands
yes, what command
precursorgunaim? that would not break worldgen, as that just triggers StoryGoals
but who knows what else you tried
startsunbeamstoryevent,sunbeamcountdownstart, precursorgunaim, and playsunbeamfx
only the last one worked
I do not know the last of those but the first two sound like similar story triggers
however running commands like this is VERY dangerous for C2C
do you have any idea how tightly it couples to StoryGoals
now, worldgen is not among the things I would expect to break
that is not in any way tied to the SGs
but there is a lot that is
the last triggered the event with no audio or the ||QEP angling down to accurately hit the sunbeam||
as I would expect
aso refer to this
you had things like the QEP tablet - which I in no way touch - respawn
I never touched a single piece of the files other than the log
that is classic "I deleted the cellscache" manifestation
that is not the only way to break things
for example that mod that alleges to fix things
maybe it tries to fuck with the CellsCache
I have no idea how to delete the cellscache nor did I know they existed until today
there is a reason I tell people I cannot verify it nor do I in any way recommend it
Maybe. I'll look at the source.
the fact that vanilla objects respawned meansa whatever broke cannot be something in C2C, or even SML
the CellsCache is basically the game's storage of "deltas" to the map
analogy:
you play Satisfactory - have you ever seen the devs or anyone else say, or run into this yourself, that the more foliage you remove the larger your save gets?
and consequently the longer the load times get, and so on
and sometimes they release an update and everything respawns
that happened with 1.0.9 or something like that, in october, ie a minor fix update just after 1.0
intresting
this is because the SF map storage seems to work very similarly to in SN, where you have the map data itself, which has everything vanilla in it
and then you have a separate data structure tracking how it was modified
every time you cut a tree ,that goes into that log
as such the game, at runtime, knows what to remove from the world entities
("remove" here does not necessarily imply a literal add and then remove again; it may be something like a load injunction)
anyway the CellsCache is that deltas file
and as it happens "try deleting your CellsCache" is one of the most common pieces of advice given to people experiencing strange behabior
I have no idea why
what idiot started that
but it is one of those long-standing pieces of "common knowledge" that people just repeat without thinking
SN does, but not C2C
@normal frigate you should see that
it is a vanilla file
not a C2C one
i am not 100% sure but I seem to remember it being segmented by batch - effectively SN's version of Chunks
Interesting considering Water Currents never regenerate either
there is no such thing as a "C2C cellscache"
okay
why would they? they are worldgen added after the fact
as such deleting all record of things added to the map will cause the game to load the vanilla map
with no changes
Common knowledge, and by extension common psychology. Are aggravating hehaviors to both observe and exist outside of 😔
So what the actual fuck could have deleted my cellscache? And are bases not part of the cellscache? All of my bases were fine in both saves
no bases are not
they are not part of batch data
Not really, I've only said it about 5 times as a potential fix as it has worked multiple times in my case.
Also its been here in the server as a fix for a long while now [see here](#🔧┃quick-fixes message)
I never said you started the rumor
but it is undeniable that you have been one of the people repeating it, and as it happens you both were the first result in the search and someone who is in this channel to be pinged about it
thats really the best way to remove an object in a bugged state (to the point it doesnt allow you to do much in-game, such as crashing or not letting one load in) though, yeah?
afaik there isnt any sort of external save explorer ala minecraft's nbt viewer utility
i dont know if that was its name or slightly odf
which, at least personally, i have been a subject of in the ||bkelp base|| (albeit the issue has since long been fixed, to my knowledge, for i was able to load in on my recent save after a long wait)
real quick will grabbing a new set of C2C altered cellscache restore my save?
ok no verifying game files did not magically fix the mod loading problem from earlier
it took a while so i assume it did something???
@trail ether
i have no clue how the bkelp nest patcher mod is somehow making something go wrong with the compass???
Just get the map mod. Better IMO
I assume you mean NBTExplorer https://i.imgur.com/uhGeCeE.png
someone would have to reverse-engineer the save file format
which oddly it seems noone has ever done
so many games people have done it
yet never SN
there is no such thing
that is like asking if you can restore your ability to use programs on your PC by grabbing "a set of altered files"
there is no such singular set
the files are not something C2C modifies directly, with some known set of changes
their content depends entirely on your specific save, what areas you loaded and when, how entities moved, what you grabbed and where (including fish and ores), et cetera
remove that mod
perhaps but it has grown to become a standard troubleshooting step for all issues people may experience, on the level of rebooting your PC is for system issues
mod does not load? try deleting CellsCache
FPS too low? try deleting CellsCache
entity moves oddly? try deleting CellsCache
render bug? try deleting CellsCache
to the point where people tend to do it before even asking for help
like just look at the search results for "CellsCache" on this server
tons of them are people being told to do, it but just as many are people saying something to the effect of "i already tried deleting CellsCache and my problem persists", strongly indicating that it has become a standard step
also @barren oar there is an actual NBTEdit mod for use ingame, which is far more convenient for all cases except trying to fix a crash
that particualr jar is for 1.7.10 obviously
but that is what I have since I am on 1.7.10
fair
but also 2/4 of those can most definitely be created by invalid objects, which deleting the cache would infact help with
this is also true, yes
though deserialisation is all available through a decompiled protobuf handling class
dont have the link to it right now but its in the same "directory" that lee(?)'s sn1-prefab_paths.json file is
so i think it would be less a matter of reversing and more translating that into an nbtexplorer-like structure
oh
that makes sense lol
/nbtedit is how you use it
optionally add me to NBTEdit yourself
or just look at a TileEntity while running the command to NBTEdit that
I do it all the time in dev
putting machines into some state, or setting up player data
thats convenient for sure
and I use it regularly in actual play too, either fixing an issue or debugging
nice qol usage
as you can inspect the internal state of most TEs that way
though be warned not all mods' machines are so readily comprehensible
some use complicated structures that do not stringify well - I think IC2 was a bad offender for this - and others store a lot of the data not on the TE but instead just have the TE hold a reference to some key that the mod uses to look up in a static cache
i have
as long as it works yea lol
actually it has been years so my memory of what mods had machines that were hard to use NBTEdit with should be taken skeptically
though I do remember from looking at their code that some of the "old tekkit" mods often used weird NBT
the key method does sound nicer to work with, admittedly
BuildCraft, RailCraft, etc
than having your way with nbt
it is a lot harder to set up and a lot more fragile
since you need to then set up a save/load hook for your data, a system that can fail
fair
this is not TEs but remember how it is not uncommon for players to lose both ThaumCraft progress?
that is because it is stored separately rather than on the player data
and sometimes that system fails
granted storing it on the player like ChromatiCraft does has its own issue, namely if some other mod - cough morph cough cough AoA cough - overloads the player NBT with crap so that the game just refuses to load it
oh also multiblocks
Forestry, RailCraft and IE were annoying for this
it depends on how the mod imeplements MBs but in most mods there is a single "controller" type multiblock that is the actual worker and the rest of the blocks, if they are TEs at all, do nothing and store ltitle more than a reference to the master
however in some cases, I know for sure IE being one, the class is the same so it looks like you have a TE which is not initialized and has nulled data
but in fact it is just a component of the MB
also with IE the controller tends to be in the middle so good luck mousing over it
railcraft likes bottom middle, whereas for forestry the "gearbox" is usually the controller
for my own mods most of the MB is usually non-TE blocks, think the housings for ReactorCraft fusion fuel injectors or the crystalline stone structures for ChromatiCraft
lol
yeah nbt is annoying because it has that limit
whether its intentional or a side effect, i couldnt say
i went through it and never saw an explicit limit coded in so I think it is some unintentional implementation artifact
one of the steps is GZipping the data so maybe that is where the limit comes in
then again that is original Notch Code™️
and we all know what that is like
as long as it works™ lol
I really need to stop inhaling the toxic plants 
Ok. Legitimate question. Is the mircrofilter reciple essential to early game progression? Or am I over shooting?
90% of the time, c2c items are required for progression yes
there is utility that isnt strictly required but, more often than not, you'll want to get it
it is very much accessible in the early game too
I have been up and down the map and found every blue print but that one. Which all roads seem to lead to 😂 😂 😂
I gotta be missing a wreck somewhere
it will appear on an exploration tracker page, have you worked through them yet?
and dont try to go too deep, its required for the mk1 depth module after all
Been going around here and there. But I believe I only have a few biomes crossed off so far. Spent most of today setting up a new larger central base
c2c doesnt have a problem which you can only solve by carrying more oxygen tanks
I know. That's what started this madness
I keep one on me and two spares 
all that wasted inventory space </3
Right now it's helping when exploring leviathan populated spaces. No poly means no perimeter defense, which means a super charged seaglide is less risky than taking my seamoth 🤣
tbh i find the perimeter defense largely useless because it takes a precious upgrade slot
holy shit‼️
Right under my damn nose 